Featured Highlights

It's become a cliche among the gameplay & AI programmers to joke about the futility of graphical improvements towards hyper-realism. To help paint a more complete picture — knowing how seriously such musing can be taken for an audience missing the context — this post outlines some of the major reasons why improvements in graphics are a tremendous thing for AI.

Building PvP AI for bots is surprisingly different from building PvE enemies. In this interview with Troy Humphreys, you'll hear about some of the underlying technology behind Turtle Rock's competitive shooter, including the navigation mesh that supports monsters and traversal logic. You'll also hear Troy share design insights from development, including the creation of behavior trees.

Latest Articles

Download most of the slides from the nucl.ai Conference 2015, as PDF format — including all the main amphitheatre talks over three days. These are available for ULTIMATE members, and as a time-limited bonus for PREMIUM members.

Building open-world AI that scales from large numbers of simple zombies to more intelligent bosses is an interesting challenge! This interview with Maciej Kurowski from Techland, covers the Hierarchical Task Network behind the game's AI. In particular, how it's connected to the sensory system, the networking of plans, why in-place ...

The @AiGameDev Twitter bot automatically posts interesting highlights from research papers gathered from recent CIG and AIIDE conferences. It uses some simple image-based techniques to find things to post, powered by Python and libraries such as scikit-image and scipy. Find out how it was done and look at some examples...

It's been a very fast pace start to 2015! The fact the last newsletter was written months ago without us realising is a sign of this. First, we announced the Game/AI Conference 2015, then there was an academic seminar at Dagstuhl in Germany, and finally GDC took place last week.

Every year AiGameDev.com hosts the Awards for Game AI, shining the spotlight on the best releases of the past twelve months. There are six different awards, ranging from technology to design and of course overall game of the year.

Weekend Features

This interview with Matthew Jack digs into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. This includes the maneuver splines and 3D velocity obstacles, as well as behavior trees and live inspectors. You'll see the debugging tools in action, as well as the wider challenges of building a living ...